#	Example:
#
#	example_dynamic_modifier = {
#		icon = "GFX_idea_unknown" # optional, will show up in guis if icon is specified
#		enable = { always = yes } #optional, the modifier won't apply if not enabled
#		remove_trigger = { always = no } #optional, will remove the modifier if true
#
#		# list of modifiers
#		fuel_cost = 321
#		max_fuel = var_max_fuel # will be taken from a variable
#	}
#
#
#	In a script file:
#
#	effect = {
#		add_dynamic_modifier = {
#			modifier = example_dynamic_modifier
#			scope = GER # optional, if you specify this your dynamic modifier scoped to this scope (root is the effect scope)
#			days = 14 # optional, will be removed after this many days passes
#		}
#	}
#
#	can be added to countries, states or unit leaders
#	will only updated daily, unless forced by force_update_dynamic_modifier effect

bos_lost_hills_logistics = {
	icon = GFX_idea_generic_BOS_idea_bunker_thought
	#The following modifiers are ridiculously overtuned, but made so that the country can work as it did when it was introduced. If the behavior behind volunteer supply changes for land locked countries feel free to change this.
	out_of_supply_factor = -1
	supply_consumption_factor = -1
	supply_factor = 1
	unit_upkeep_attrition_factor = -1
	#Nerfs the -air damage they get, in relation to other chapters.
	industry_air_damage_factor = -0.25
	foreign_subversive_activites = -0.25
	special_forces_min = 50
	max_fuel_factor = 1
	exodus_assimilation_proportion = 0.15
	exodus_national_appeal = -1
	diplomacy_distance = 100000
	request_lease_tension = -1
	send_volunteers_tension = -1
	send_volunteer_size = BOS_expeditionary_departments
	send_volunteer_divisions_required = -0.9
	bos_can_only_lend_lease_or_send_volunteers_to_brotherhood_countries = 1
	people_drift = BOS_drift_people
	ruler_drift = BOS_drift_ruler
	intellectuals_drift = BOS_drift_intellectuals
	elites_drift = BOS_drift_elites
	cant_leave_faction = 1
	political_power_gain = 1.0

	BOS_underground_administrative_capacity = BOS_underground_building_administration_centers_mod
	# modifier_army_sub_unit_paladin_unit_attack_factor = BOS_underground_building_training_bonus
	# modifier_army_sub_unit_paladin_unit_defence_factor = BOS_underground_building_training_bonus
	army_attack_factor = BOS_underground_building_training_bonus
	army_defence_factor = BOS_underground_building_training_bonus
	research_speed_factor = BOS_underground_building_lab_mod

	custom_modifier_tooltip = intelligence_defense_boost_dlc_weak_tt
	hidden_modifier = {
		intelligence_agency_defense = 2
		crypto_strength = 1
	}
}

bos_tension_dynamic_modifier = {
	icon = GFX_idea_MOJ_idea_the_future
	bos_tension_display = bos_tension
	production_speed_buildings_factor = bos_tension_mod
	industrial_capacity_factory = bos_tension_mod
	political_power_factor = bos_tension_mod
	cant_justify_on_countries = 1
	cant_be_justified_on = 1
	remove_trigger = {
		OR = {
			NOT = { country_exists = NCR }
			is_in_faction_with = NCR
		}
	}
}

bos_ncr_tension_dynamic_modifier = {
	icon = GFX_idea_MOJ_idea_the_future
	bos_tension_display = bos_tension
	production_speed_buildings_factor = bos_tension_mod
	political_power_factor = bos_tension_mod_political_power
	mobilization_speed = bos_tension_mod_inverse
	industrial_capacity_factory = bos_tension_mod_factory_output
	stability_factor = bos_tension_mod_stability
	remove_trigger = {
		OR = {
			NOT = { country_exists = BOS }
			is_in_faction_with = BOS
		}
	}
}

bos_state_influence = {
	enable = { always = yes }
	icon = GFX_idea_generic_BOS_crate

	resistance_growth = -0.03
	resistance_target = -0.1
	resistance_decay = 0.1
	state_resources_factor = -0.15
	custom_modifier_tooltip = bos_state_influence_effect_tt
}

bos_lost_hills_logistics_state = {
	enable = { always = yes }
	icon = GFX_idea_generic_BOS_idea_bunker_thought
	supply_factor = 1.5
	recruitable_population_factor = 0.3
	recruitable_population = 0.03
	state_production_speed_buildings_factor = BOS_condensed_civilian_workshop_modifier
}